Game Development: World 11

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 11

Postby Vassteel » Sun Feb 03, 2019 3:58 pm

kirion wrote:I'm not against hearthing back causing some TW, but 5% each time seems a bit much. I'd prefer if it was closer to 1 - 3%.
Is there a stats i can raise to alleviate that?



Will
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Re: Game Development: World 11

Postby DDDsDD999 » Sun Feb 03, 2019 4:21 pm

Vassteel wrote:
Granger wrote:
Vassteel wrote:Lets be honest here. Roads are completely broken now. Not so much because of the travel weariness. but because of the fact roads block roads.
The change is that they block now when not set up correctly (free path between the turn points of the markers), which was changed as it had been abused excessively last world.


Ah I was under the impression that a road would block an intersecting road. thanks for the info.

They always did and still do that.
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Re: Game Development: World 11

Postby kirion » Sun Feb 03, 2019 4:27 pm

Vassteel wrote:Will


Great, i'll look for that then.
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Re: Game Development: World 11

Postby jorb » Sun Feb 03, 2019 5:43 pm

On a positive note, we've reached new highs three days in a row. 1558 and possibly counting today. Awesome!
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Game Development: World 11

Postby wonder-ass » Sun Feb 03, 2019 5:55 pm

jorb wrote:On a positive note, we've reached new highs three days in a row. 1558 and possibly counting today. Awesome!


gratz jorb!
see homo sexuality trending,. do not do that.
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Re: Game Development: World 11

Postby azrid » Sun Feb 03, 2019 10:08 pm

Road nerf is a much needed nerf to questing.
If you can't make quests 24/7 as easy as before its good. We don't need runaway stats because you got used to runaway stats.
Now you are also encouraged to not mine 1 line tunnels to find metals.
I say people just need to get used to it and use their time more wisely than using old tactics.
Also if you run out of energy running around you need to l2p.
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Re: Game Development: World 11

Postby Lunarius_Haberdash » Mon Feb 04, 2019 12:20 am

kirion wrote:I'm not against hearthing back causing some TW, but 5% each time seems a bit much. I'd prefer if it was closer to 1 - 3%.
Is there a stats i can raise to alleviate that?


Should be based on distance as well. And we should only be able to hearth back from close to home.
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Re: Game Development: World 11

Postby Burinn » Mon Feb 04, 2019 12:21 am

Lunarius_Haberdash wrote:
kirion wrote:I'm not against hearthing back causing some TW, but 5% each time seems a bit much. I'd prefer if it was closer to 1 - 3%.
Is there a stats i can raise to alleviate that?


Should be based on distance as well. And we should only be able to hearth back from close to home.


Cold Take.





Hot Take: Only be able to hearth back from far away.
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Re: Game Development: World 11

Postby SirTraveler » Mon Feb 04, 2019 12:21 am

jorb wrote:On a positive note, we've reached new highs three days in a row. 1558 and possibly counting today. Awesome!


Congratz! I just started today... finally. I am enjoying the adventure and hope to have some of my friends join me soon.
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Re: Game Development: World 11

Postby Lunarius_Haberdash » Mon Feb 04, 2019 12:31 am

jorb wrote:I'm not opposed to changes and constructive ideas, but I think that we have to recognize that completely arbitrary zip-zapping is a bit much.

Only been saying this for forever.

jorb wrote:Merely pointing out: At this stage you would not have wine even if it did reduce TW.

ChildhoodObesity wrote:it basically just makes using roads nonexistent


Come now. We both know that isn't true.

Even if it were... Good. Now to eliminate that idiot Knarr hearthings.
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